PrusaSlicer-NonPlainar/resources/shaders/options_120_flat.fs

36 lines
960 B
GLSL

// version 120 is needed for gl_PointCoord
#version 120
uniform vec3 uniform_color;
uniform float percent_outline_radius;
uniform float percent_center_radius;
vec4 hardcoded_color(float sq_radius, vec3 color)
{
if ((sq_radius < 0.005625) || (sq_radius > 0.180625))
return vec4(0.5 * color, 1.0);
else
return vec4(color, 1.0);
}
vec4 customizable_color(float sq_radius, vec3 color)
{
float in_radius = 0.5 * percent_center_radius;
float out_radius = 0.5 * (1.0 - percent_outline_radius);
if ((sq_radius < in_radius * in_radius) || (sq_radius > out_radius * out_radius))
return vec4(0.5 * color, 1.0);
else
return vec4(color, 1.0);
}
void main()
{
vec2 pos = gl_PointCoord - vec2(0.5);
float sq_radius = dot(pos, pos);
if (sq_radius > 0.25)
discard;
gl_FragColor = customizable_color(sq_radius, uniform_color);
// gl_FragColor = hardcoded_color(sq_radius, uniform_color);
}